javascript - 这个模拟计算万有引力和身体碰撞的方式是否有错误?
问题描述
N-Body 重力模拟乍一看似乎效果很好,身体碰撞也是如此,但是一旦被引力吸引的物体开始碰撞,它们就会开始疯狂地相互盘旋,它们作为一个整体的集合非常不稳定的动作...代码(html-javascript)将包含在下面,为了重现我正在谈论的内容,您可以通过单击屏幕上的随机位置来创建一个新主体。
引力的数学是在 Body 对象类型的 Body.prototype.gravityCalc() 方法中完成的(第 261 行)。在 bodyHandle() 函数的动态碰撞部分(第 337 行)中可以找到碰撞解决方案的数学计算。
//////////////////////////////////////////////////////////////////////////////////////////////////////////
// event handling
document.addEventListener('keydown', keyDown);
document.addEventListener('mousedown', mouseDown)
document.addEventListener('mouseup', mouseUp)
document.addEventListener('mousemove', mouseMove);
document.addEventListener('touchstart', touchStart);
document.addEventListener('touchmove', touchMove);
document.addEventListener('touchend', touchEnd);
window.addEventListener('resize', resize);
window.onload = function() {reset()}
mouseDown = false;
nothingGrabbed = true;
mouseX = 0;
mouseY = 0;
function keyDown(data) {
if(data.key == "r") {
clearInterval(loop);
reset();
}
else if(data.key == 'g') {
gravityOn = !gravityOn;
}
else if(data.key == 'Delete') {
for(i = 0; i < bodies.length ; i++) {
if(((mouseX - bodies[i].x)**2 + (mouseY - bodies[i].y)**2) <= bodies[i].radius**2) {
bodies.splice(i, 1);
}
}
}
else if(data.key == 'c') {
gravity_c *= -1;
}
else if(data.key == 'f') {
falling = !falling;
}
else if(data.key == 'a') {
acceleration *= -1;
}
}
function mouseDown(data) {
mouseDown = true;
nothingGrabbed = true;
mouseX = data.clientX;
mouseY = canvas.height - data.clientY;
}
function mouseUp(data) {
mouseDown = false;
nothingGrabbed = true;
for(i = 0; i < bodies.length; i++) {
bodies[i].grabbed = false
}
}
function mouseMove(data) {
mouseX = data.clientX;
mouseY = canvas.height - data.clientY;
}
function touchStart(data) {
mouseDown = true;
nothingGrabbed = true;
mouseX = data.touches[0].clientX;
mouseY = canvas.height - data.touches[0].clientY;
}
function touchMove(data) {
mouseX = data.touches[0].clientX;
mouseY = canvas.height - data.touches[0].clientY;
}
function touchEnd(data) {
mouseDown = false;
nothingGrabbed = true;
for(i=0;i<bodies.length;i++) {
bodies[i].grabbed = false;
}
}
function resize(data) {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////
// Initialize Variables
function reset() {
canvas = document.getElementById("canvas");
ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.color = 'rgb(70, 70, 70)';
scale = Math.min(canvas.width, canvas.height);
fps = 120;
running = true;
loop = setInterval(main, 1000/fps);
gravityOn = true // if true, objects are gravitationally attracted to each other
gravity_c = 334000 // universe's gravitational constant
boundaryCollision = true // if true, objects collide with edges of canvas
wallDampen = 0.7 // number to multiply by when an objects hit a wall
bodyCollision = true // if true, bodies will collide with each other
bodyDampen = 0.4 // number to multiply when two objects collide
falling = false // if true, objects will fall to the bottom of the screen
acceleration = 400
bodies = [] // a list of each Body object
collidingPairs = [] // a list of pairs of colliding bodies
/*
var bounds = 200;
for(i = 0; i<70; i++) { // randomly place bodies
Body.create({
x: Math.floor(Math.random()*canvas.width),
y: Math.floor(Math.random()*canvas.height),
a: Math.random()*Math.PI*2,
xV: Math.floor(Math.random() * (bounds - -bounds)) + -bounds,
yV: Math.floor(Math.random() * (bounds - -bounds)) + -bounds,
mass: Math.ceil(Math.random()*23)
})
} */
/*
Body.create({
x: canvas.width/2 - 50,
xV: 10,
yV: 0,
aV: 3,
y: canvas.height/2 + 0,
mass: 10
});
Body.create({
x: canvas.width/2 + 50,
xV: 0,
aV: 0,
y: canvas.height/2,
mass: 10
});
*/
Body.create({
x: canvas.width/2,
y: canvas.height/2,
mass: 24,
xV: -10.83
});
Body.create({
x: canvas.width/2,
y: canvas.height/2 + 150,
mass: 1,
xV: 260,
color: 'teal'
});
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////
// Body Type Object
function Body(params) {
this.x = params.x || canvas.width/2;
this.y = params.y || canvas.height/2;
this.a = params.a || 0;
this.xV = params.xV || 0;
this.yV = params.yV || 0;
this.aV = params.aV || 0;
this.xA = params.xA || 0;
this.yA = params.yA || 0;
this.aA = params.aA || 0;
this.grabbed = false;
this.edgeBlock = params.edgeBlock || boundaryCollision;
this.gravity = params.gravityOn || gravityOn;
this.mass = params.mass || 6;
this.density = params.density || 0.008;
this.radius = params.radius || (this.mass/(Math.PI*this.density))**0.5;
this.color = params.color || 'crimson';
this.lineWidth = params.lineWidth || 2;
}
Body.create = function(params) {
bodies.push(new Body(params));
}
Body.prototype.move = function() {
this.xV += this.xA/fps;
this.yV += this.yA/fps;
this.aV += this.aA/fps;
this.x += this.xV/fps;
this.y += this.yV/fps;
this.a += this.aV/fps;
if(this.edgeBlock) {
if(this.x + this.radius > canvas.width) {
this.x = canvas.width - this.radius;
this.xV *= -wallDampen
}
else if(this.x - this.radius < 0) {
this.x = this.radius;
this.xV *= -wallDampen;
}
if(this.y + this.radius > canvas.height) {
this.y = canvas.height - this.radius;
this.yV *= -wallDampen;
}
else if(this.y - this.radius < 0) {
this.y = this.radius;
this.yV *= -wallDampen;
}
}
if(this.grabbed) {
this.xA = 0;
this.yA = 0;
this.xV = 0;
this.yV = 0;
this.x = mouseX;
this.y = mouseY;
}
}
Body.prototype.draw = function() {
ctx.beginPath();
ctx.strokeStyle = 'black';
ctx.lineWidth = this.lineWidth;
ctx.fillStyle = this.color;
ctx.arc(this.x, canvas.height - this.y, this.radius, 0, Math.PI*2, true);
ctx.fill();
ctx.stroke();
ctx.closePath()
ctx.beginPath();
ctx.strokeStyle = 'black';
ctx.lineWidth = this.linewidth;
ctx.moveTo(this.x, canvas.height - this.y);
ctx.lineTo(this.x + this.radius*Math.cos(this.a), canvas.height - (this.y + this.radius*Math.sin(this.a)))
ctx.stroke();
ctx.closePath();
}
// calculates gravitational attraction to 'otherObject'
Body.prototype.gravityCalc = function(otherObject) {
var x1 = this.x;
var y1 = this.y;
var x2 = otherObject.x;
var y2 = otherObject.y;
var distSquare = ((x2-x1)**2 + (y2-y1)**2);
var val = (gravity_c*otherObject.mass)/((distSquare)**(3/2));
var xA = val * (x2 - x1);
var yA = val * (y2 - y1);
return [xA, yA]
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////
// Physics Code
function bodyHandle() {
for(i = 0; i < bodies.length; i++) {
if(mouseDown && nothingGrabbed) {
if(Math.abs((mouseX - bodies[i].x)**2 + (mouseY - bodies[i].y)**2) <= bodies[i].radius**2) {
bodies[i].grabbed = true;
nothingGrabbed = false;
}
}
bodies[i].draw()
if(running) {
if(falling) {
bodies[i].yV -= acceleration/fps;
}
bodies[i].move();
}
bodies[i].xA = 0;
bodies[i].yA = 0;
collidingPairs = []
if(gravityOn || bodyCollision) {
for(b = 0; b < bodies.length; b++) {
if(i != b) {
if(bodyCollision) {
var x1 = bodies[i].x;
var y1 = bodies[i].y;
var x2 = bodies[b].x;
var y2 = bodies[b].y;
var rSum = bodies[i].radius + bodies[b].radius;
var dist = { // vector
i: x2 - x1,
j: y2 - y1,
mag: ((x2-x1)**2 + (y2-y1)**2)**0.5,
norm: {
i: (x2-x1)/(((x2-x1)**2 + (y2-y1)**2)**0.5),
j: (y2-y1)/(((x2-x1)**2 + (y2-y1)**2)**0.5)
}
}
if(dist.mag <= rSum) { // static collision
var overlap = rSum - dist.mag;
bodies[i].x -= overlap/2 * dist.norm.i;
bodies[i].y -= overlap/2 * dist.norm.j;
bodies[b].x += overlap/2 * dist.norm.i;
bodies[b].y += overlap/2 * dist.norm.j;
collidingPairs.push([bodies[i], bodies[b]]);
}
}
if(gravityOn) {
if(bodies[i].gravity) {
var accel = bodies[i].gravityCalc(bodies[b]);
bodies[i].xA += accel[0];
bodies[i].yA += accel[1];
}
}
}
}
}
for(c = 0; c < collidingPairs.length; c++) { // dynamic collision
var x1 = collidingPairs[c][0].x;
var y1 = collidingPairs[c][0].y;
var r1 = collidingPairs[c][0].radius;
var x2 = collidingPairs[c][1].x;
var y2 = collidingPairs[c][1].y;
var r2 = collidingPairs[c][1].radius;
var dist = { // vector from b1 to b2
i: x2 - x1,
j: y2 - y1,
mag: ((x2-x1)**2 + (y2-y1)**2)**0.5,
norm: {
i: (x2-x1)/(((x2-x1)**2 + (y2-y1)**2)**0.5),
j: (y2-y1)/(((x2-x1)**2 + (y2-y1)**2)**0.5)
}
}
var m1 = collidingPairs[c][0].mass;
var m2 = collidingPairs[c][1].mass;
var norm = { // vector normal along 'wall' of collision
i: -dist.j/(((dist.i)**2 + (-dist.j)**2)**0.5),
j: dist.i/(((dist.i)**2 + (-dist.j)**2)**0.5)
}
var perp = { // vector normal pointing from b1 to b2
i: dist.norm.i,
j: dist.norm.j
}
var vel1 = { // vector of b1 velocity
i: collidingPairs[c][0].xV,
j: collidingPairs[c][0].yV,
dot: function(vect) {
return collidingPairs[c][0].xV * vect.i + collidingPairs[c][0].yV * vect.j
}
}
var vel2 = { // vector of b2 velocity
i: collidingPairs[c][1].xV,
j: collidingPairs[c][1].yV,
dot: function(vect) {
return collidingPairs[c][1].xV * vect.i + collidingPairs[c][1].yV * vect.j
}
}
// new velocities along perp^ of b1 and b2
var nV1Perp = (vel1.dot(perp))*(m1-m2)/(m1+m2) + (vel2.dot(perp))*(2*m2)/(m1+m2);
var nV2Perp = (vel1.dot(perp))*(2*m1)/(m1+m2) + (vel2.dot(perp))*(m2-m1)/(m1+m2);
/* testing rotation after collision
// velocities of the points of collision on b1 and b2
var pVel1M = vel1.dot(norm) + collidingPairs[c][0].aV*r1;
var pVel2M = vel2.dot(norm) + collidingPairs[c][1].aV*r2;
// moment of inertia for b1 and b2
var I1 = 1/2 * m1 * r1**2;
var I2 = 1/2 * m2 * r2**2;
// new velocities of the points of collisions on b1 and b2
var newpVel1M = ((I1-I2)/(I1+I2))*pVel1M + ((2*I2)/(I1+I2))*pVel2M;
var newpVel2M = ((2*I1)/(I1+I2))*pVel1M + ((I2-I1)/(I1+I2))*pVel2M;
var vectToCol1 = { // vector from x1,y1 to point of collision on b1
i: r1*perp.i,
j: r1*perp.j
};
var vectToCol2 = { // vector from x2,y2 to point of collision on b2
i: r2*-perp.i,
j: r2*-perp.j
};
// sign of cross product of pVelM and vectToCol
var vCrossR1 = (pVel1M*norm.i)*(vectToCol1.j) - (pVel1M*norm.j)*(vectToCol1.i);
vCrossR1 = vCrossR1/Math.abs(vCrossR1);
var vCrossR2 = (pVel2M*norm.i)*(vectToCol2.j) - (pVel2M*norm.j)*(vectToCol2.i);
vCrossR2 = vCrossR2/Math.abs(vCrossR2);
collidingPairs[c][0].aV = vCrossR1 * (newpVel1M)/r1;
collidingPairs[c][1].aV = vCrossR2 * (newpVel2M)/r2;
/* draw collision point velocity vectors [debugging]
ctx.beginPath();
ctx.strokeStyle = 'black';
ctx.moveTo(x1 + vectToCol1.i, canvas.height - (y1 + vectToCol1.j));
ctx.lineTo((x1+vectToCol1.i) + pVel1M*norm.i, (canvas.height- (y1+vectToCol1.j + pVel1M*norm.j)));
ctx.stroke();
ctx.closePath();
ctx.beginPath();
ctx.strokeStyle = 'white';
ctx.moveTo(x2 + vectToCol2.i, canvas.height - (y2 + vectToCol2.j));
ctx.lineTo((x2+vectToCol2.i) + pVel2M*norm.i, (canvas.height- (y2+vectToCol2.j + pVel2M*norm.j)));
ctx.stroke();
ctx.closePath();
console.log(pVel1M, pVel2M);
clearInterval(loop);
*/
collidingPairs[c][0].xV = vel1.dot(norm)*norm.i + nV1Perp*perp.i * bodyDampen;
collidingPairs[c][0].yV = vel1.dot(norm)*norm.j + nV1Perp*perp.j * bodyDampen;
collidingPairs[c][1].xV = vel2.dot(norm)*norm.i + nV2Perp*perp.i * bodyDampen;
collidingPairs[c][1].yV = vel2.dot(norm)*norm.j + nV2Perp*perp.j * bodyDampen;
}
}
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////
// Main Loop
function main() {
// blank out canvas
ctx.fillStyle = canvas.color;
ctx.fillRect(0, 0, canvas.width, canvas.height);
bodyHandle();
if(nothingGrabbed && mouseDown) {
bodies.push(new Body({x: mouseX,
y: mouseY,
mass: 90}));
bodies[bodies.length-1].move();
bodies[bodies.length-1].draw();
}
}
<html>
<meta name='viewport' content='width=device-width,height=device-height'>
<body>
<canvas id="canvas" width='300px' height='300px'></canvas>
<style>
body {
padding: 0;
margin: 0;
}
canvas {
padding: 0;
margin: 0;
}
</style>
</html>
解决方案
我不能告诉你太多关于代码的事情。在我个人看来,动画可能是正确的。
如果您想测试您的代码,您可以尝试测试能量和动量守恒定律是否得到遵守。例如,您可以将每个物体的动量(质量乘以速度)相加,并查看在没有来自外部的力(与墙壁碰撞)时该数字是否保持不变。为此,我建议使可用空间更大。另一个量是总能量(动能加势能),它有点难,但仍然很容易计算(要计算总能量,你必须对所有对求和)。
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